/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h
GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EnterState")) void ReceiveLatentEnterState ( const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )